Total War: SHOGUN 2

Total War: SHOGUN 2

[S2TW] Quadrouple Time Technology
23 Comments
KardaKAX  [author] 21 Apr, 2017 @ 5:54am 
I sent you an FR. Drop me a msg when you're online so I can give you a link to the mod; I probably will need you to test it to ensure it's all working.
Mezzanine 20 Apr, 2017 @ 8:34pm 
Yes. :)
KardaKAX  [author] 20 Apr, 2017 @ 2:37pm 
So final check: Research tripled, Recruitment tripled, Construction doubled, Movement speed halved, Appropriate buildings reduce 3x their standard and every garrison has 2 Yari dojo samuri added to them. This all correct?
Mezzanine 20 Apr, 2017 @ 1:37pm 
If i knew how to mod shogun i would've made all that a long time ago. But alas, i don't even know how much work that kind of editing involves.
Mezzanine 20 Apr, 2017 @ 1:33pm 
Fots has a 24 turns per year iirc, so yeah it wont work with it. Construction times and movement speed should be x2 as i see it, or rather, as i dream it. :) So it wont become too long. Expertise tech buildings that reduce recruitment time by 1 turn should be translated to 3 turns decrease respectivly, too. And a garrison increase with 1 yari samurai across all forts/castles. Or 2, make it 2 yari samurai to every garrison. :)

KardaKAX  [author] 20 Apr, 2017 @ 12:11pm 
So, to verify, research times x3, recruitment times x3, construction times x3 and movement speed /3, and these affects are not applied to FOTS, only SJ and ROS?
Mezzanine 20 Apr, 2017 @ 8:59am 
Awesome. Btw, your tech mods already work with Darth.

Again, no rush to anything, it's not like a better Total War is just around the corner or something. Have a good day.
KardaKAX  [author] 20 Apr, 2017 @ 6:46am 
I'll see what I can do. Darthmod seems to have blanket allowed submods, so that should be fine in that respect, but I'll start it once I have some time.
Mezzanine 19 Apr, 2017 @ 6:58pm 
part 3
That will certainly require poking in Darthmod files, i don't know how big of a problem it is for you. Thing is, he left not only TW modding, by all modding. He's a dev now, and i don't think it will be easy to reach him. But i have a strong feeling that this experimental build will provide for a more meaningful campaign.

Eager to hear what you'll reply, you can add/PM me if you want.
Mezzanine 19 Apr, 2017 @ 6:58pm 
part 2
Construction times are doubled (making it x3 might be a bit too much).
Garrisons, and i mean Darthmod garrisons are increased with at least one additional dojo yari samurai unit (that's a plus 1 yari samurai to every castle level, the lowest included).
Movement speed on the campaign map of armies and fleets is either halved, or reduced by 30% (skills, retainers, roads would be the same, it's just the base value that needs to be reduced).
Mezzanine 19 Apr, 2017 @ 6:57pm 
part 1 (of a comment too long)
I have another request. But a wierd one, very specific. Due to it being that specific it's fine if you would ignore it, but i'll try to explain either way.

Mods i don't play without are Darthmod and 12 tpy, and the idea is to re-scale Darthmod to 12 turns. That is:
Research is increased by 3 times (Since it's 12 turns instead of 4).
Recruitment is increased to match; Ashigaru, or units that take 1 turn to train are recruited in 3 turns (1 season), samurai, or units that take 2 turns to train are recruited in 6 turns (2 seasons), katana hero or otherwise units that take 3 turns are 9 respectivly.
Mezzanine 18 Apr, 2017 @ 6:20pm 
Oh my god you are amazing! Thank you so much! :)
KardaKAX  [author] 18 Apr, 2017 @ 3:47pm 
+1, +2, +4 and +8 varients were added and links are in the description.
Mezzanine 18 Apr, 2017 @ 2:45pm 
I have a request. :) Can you increase recruitment times of all units by at lease 1 turn? Or maybe in the same fashion with 1 turn increase, 2 turn increase and 4, like with tech. Although, the idea is that AI will have the same, and i don't know how it works for AI, i know that on legendary he doesnt really recruit's anything, he just spawns stacks. So if you can make it work for Ai too, i would be your biggest fan and will be forever grateful.
Swinky 12 Feb, 2017 @ 8:48am 
hmm well i didn't see a change in the speed of research for the mos. and oh wait is this supposed to make it longer or faster lol. Because i wanted to see if you could make tech take less time xD lol
Swinky 12 Feb, 2017 @ 8:34am 
oh wow that was fast lol. And thank you :D ill test it out rn and tell you if there are any problems
KardaKAX  [author] 12 Feb, 2017 @ 8:23am 
The mod request was approved and I have put a link in the description :>
KardaKAX  [author] 12 Feb, 2017 @ 7:56am 
I've sent a request out to Weierstrass. I will make the mod provided I get the permission to use the assets.
Swinky 12 Feb, 2017 @ 12:00am 
do you think you could make this compatible with master of strategy?
kasakimya 11 Feb, 2017 @ 6:32am 
ths
KillWonder 10 Feb, 2017 @ 5:57am 
Excellent job! I like a slow campaign
KardaKAX  [author] 5 Feb, 2017 @ 4:08pm 
No problem :D
Radscorpion 5 Feb, 2017 @ 1:03pm 
Thank you so much! :)